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2022-08-29Revert "Remove NOTIFICATION_ENTER_TREE when paired with ↵Rémi Verschelde
NOTIFICATION_THEME_CHANGED" This reverts commit 4b817a565cab8af648c88cfc7ab6481e86ee3625. Fixes #64988. Fixes #64997. This caused several regressions (#64988, #64997, https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605) which point at a flaw in the current logic: - `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with `NOTIFCATION_THEME_CHANGED` as introduced in #62845. - Some classes use their `THEME_CHANGED` to cache theme items in member variables (e.g. `style_normal`, etc.), and use those member variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE` notification is now deferred, they end up accessing invalid state and this can lead to not applying theme properly (e.g. for EditorHelp) or crashing (e.g. for EditorLog or CodeEdit). So we need to go back to the drawing board and see if `THEME_CHANGED` can be called earlier so that the previous logic still works? Or can we refactor all engine code to make sure that: - `ENTER_TREE` and similar do not depend on theme properties cached in member variables. - Or `THEME_CHANGE` does trigger a general UI update to make sure that any bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE` does arrive for the first time. But that means having a temporary invalid (and possibly still crashing) state, and doing some computations twice which might be heavy (e.g. `EditorHelp::_update_doc()`).
2022-08-28Merge pull request #64885 from Mickeon/rename-tooltip-hintRémi Verschelde
Rename `hint_tooltip` to `tooltip_text` & setter getter
2022-08-27Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGEDAaron Record
2022-08-27Rename `hint_tooltip` to `tooltip_text` & setgetMicky
`hint_tooltip` -> `tooltip_text` `set_tooltip` -> `set_tooltip_text` `_get_tooltip` -> `get_tooltip_text` Updates documentation, too.
2022-06-16Move duplicate AutoWrap, Overrun and VisibleChar behavior enums to the ↵bruvzg
TextServer.
2022-05-26Use "odd" style for TabContainers on base BG colorFireForge
- Use the "odd" style for TabContainers that are on a background with the same color as the default TabContainer background color to add contrast
2022-05-19Tweaks to improve the Project Manager display at small sizesAaron Franke
2022-05-19[RTL] Add support for shaping in background thread.bruvzg
2022-05-01Keep logo aspect ratio in About dialogHaoyu Qiu
2022-04-23Rename theme properties to include underscoresFireForge
- check_vadjust -> check_v_adjust - close_h_ofs -> close_h_offset - close_v_ofs -> close_v_offset - commentfocus -> comment_focus - hseparation -> h_separation - ofs -> offset - selectedframe -> selected_frame - state_machine_selectedframe -> state_machine_selected_frame - table_hseparation -> table_h_separation - table_vseparation -> table_v_separation - vseparation -> v_separation
2022-03-21Decrease the default line spacing in the script editorHugo Locurcio
This brings the level of line spacing closer to what it was like in Godot 3.x, which improves usability on small displays. This also decreases the default line spacing for fixed-width texts in the About dialog (license text).
2022-03-18Improves editor property name extractionHaoyu Qiu
2022-03-17Make `TabBar/Container` default their alignments to the left instead of centerMichael Alexsander
2022-02-15Editor: Cleanup some includes dependenciesRémi Verschelde
Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-09Core: Move generated `VERSION_HASH` to a `.cpp` fileRémi Verschelde
This lets us have its definition in `core/version.h` and avoid rebuilding a handful of files every time the commit hash changes.
2022-02-08Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde
This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
2022-02-06Add missing SNAME macro optimization to all theme methods calljmb462
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-13Add header theme type variations to labelskobewi
2021-07-04Improvements to Label's layout optionsHendrik Brucker
- Added options to trim the text in case it overruns - Added more autowrap modes - Improved line breaking, which ignores trailing spaces
2021-06-08Separate version hash from version number in editor and project managerAndrii Doroshenko (Xrayez)
When copy-pasting the version from About dialog to bug reports at GitHub, this makes the version hash linkable to commits at GitHub.
2021-04-28Make it possible to copy the Godot version identifier by clicking itHugo Locurcio
This closes #24317.
2021-04-16Add the About dialog to the project managerHugo Locurcio
The About button is located in the bottom-right corner of the project manager. This allows removing the copyright notice from the window title (which looked a bit ugly in comparison to other applications).
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-09-08i18n: Sync translations with WeblateRémi Verschelde
Add translators comment for the two 'Project Manager' strings, and fix some of the translations. (cherry picked from commit c5f6d2097bcbe1826b9111774ed0f8deb5839060)
2020-08-14Update AUTHORS and DONORS listRémi Verschelde
New contributors added to AUTHORS: @hinlopen, @naithar, @rrcore, @SkyLucilfer, @TwistedTwigleg Thanks to all contributors and donors for making Godot possible! --- Also changes to relevant code that parses the DONORS.md to match the new tiers.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-11-06Make text in the "About" dialog reset its position when changedMichael Alexsander
2019-10-05Increase the size of the About dialogHugo Locurcio
This makes third-party license texts display without any soft wrapping. The About dialog still fits in the editor when using the smallest window size permitted (1024x600).
2019-08-21Tweak a few strings displayed in the editor for consistencyHugo Locurcio
2019-06-01Display longer Git hashes in engine version dialogsHugo Locurcio
Due to the high number of commits in the Godot repository, 7-character hashes were starting to become occasionally ambiguous. In contrast, 9-character hashes are currently unambiguous for all commits.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-17Removed unnecessary assignmentsWilson E. Alvarez
2018-10-14Increase the source font's line spacingHugo Locurcio
This also increases line spacing in license texts in the editor's About dialog.
2018-09-15Remove unnecessary "OK"s text settingsMichael Alexsander Silva Dias
2018-08-05Use a standard "OK" text for confirmation buttons in error dialogsHugo Locurcio
[ci skip]
2018-06-06Fix #16069, #19292, #19267 and #18940Guilherme Felipe
2018-05-19GDScript access to copyright, license, author and donor information.Ibrahn Sahir
Adds following functions to the Engine singleton: get_author_info - names of Godot authors get_copyright_info - detailed source copyright get_license_info get_donor_info - donor names get_license_info - full text of licenses used, indexed by license names get_license_text - the text of the Godot Expat license